Gamesy: How Videogames Serve as a Better Replacement for School?

B. Waweru, H. K. Yap, K. Y. Phan, P. S. JosephNg, H. C. Eaw
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引用次数: 6

Abstract

Games have existed since time immemorial and have proved to significantly change people’s mentality and attitudes towards countless scenarios. Games can be either physical or mental, for example, sports and chess. Games have developed over the past decades, having gone through significant changes via digitization. Games nowadays are at everyone’s disposal since almost everyone possesses a smartphone. Videogame such as PUBG, Call of Duty mobile, Fortnite, and more are very addictive games that consume a lot of our time daily. Although games are ‘time wasters’, we should acknowledge the one thing that games offer: this is the constant testing, and learning a simple game engages the brain proves that games are an asset in mental development and thus gamification can be used to provide a fun learning environment. In this article, we discuss how gamification has been implemented in various applications over the years, people’s take on gamification and gamified apps from a survey and interview conducted, and thereafter design a student-oriented gamified study app, Gamesy, that makes use of game elements to improve performance in school and change/improve study habits in a game environment via progressive game design. With this, better performance may be realized in the tertiary education level, university, and college.
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游戏学:电子游戏如何更好地取代学校?
游戏自古以来就存在,并被证明能够显著改变人们对无数场景的心态和态度。游戏可以是身体上的,也可以是精神上的,比如体育和象棋。在过去的几十年里,游戏经历了数字化带来的巨大变化。如今,几乎每个人都拥有智能手机,所以每个人都可以随意使用游戏。像《绝地求生》,《使命召唤》手机版,《堡垒之夜》等电子游戏都是非常令人上瘾的游戏,每天都会消耗我们大量的时间。虽然游戏是“浪费时间的东西”,但我们应该承认游戏提供的一件事:这是持续的测试,学习一款简单的游戏可以让大脑参与其中,这证明了游戏是智力发展的资产,因此游戏化可以用来提供有趣的学习环境。在本文中,我们将讨论多年来游戏化是如何在各种应用中实现的,人们通过调查和访谈对游戏化和游戏化应用的看法,然后设计一款面向学生的游戏化学习应用Gamesy,它利用游戏元素来提高学生在学校的表现,并通过渐进式游戏设计来改变/改善游戏环境中的学习习惯。有了这个,更好的表现可能会在高等教育水平,大学和学院实现。
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